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There is an art, or rather, a knack, to flying.

Entries in this blog

Not really.

My father and I have always had an express interest in cacti, for about as long as I can remember. My dad owns well over 350 different species of cacti and succulents. As much as I want them, I don't have any pictures of the swathes of cacti we have lying around the pad at the moment. I do, however, have a picture of my personal favorite cactus, affectionately called Bob.


Bob has been with us for many moons.

I have a new cacti that is currently adorning my room, and have yet to name him. I am going to take this opportunity to let you, the cgs development journal (I wish) reader, decide. I'll pick the best one, or something like that. Nothing vulgar please. Due to a slight bug in the matrix known as 'stupidity', my camera did not flash appropriately when my trigger finger fell. Therefore, it will be sacked. But I digress.


That picture is like a ghetto-macro. I just switched my Canon PowerShot A520 to manual focus and did it myself. This camera has world-ending power I tell you.

Takers? I give out free cookies.*

For those curious few, I'm still chugging away at the MIDI controlled monster Christmas tree. I promise to get some form of pictures up here. It's actually really interesting.

In other news, I've decided to attempt the impossible. I'm going to construct an OMGWTFBBQU-powered shoverboard. If you don't know what shoverboard is, then you need to start watching Rocketboom. Now.

* - Terms and conditions apply. At this juncture in our quantum time space, there is no actual cookie.


Greetings my fellow developers.

I've been super duper ubar busy with work recently, which includes a 'slew' of things programming and non-programming related. Quite unfortunately, none of them are game related though. Sadness.

But before delving into that realm, I must comment on current games I am playing. The first that comes to mind is Final Fantasy XII. This game, without putting it too direct, is absolutely one of the best RPGs (if not any game) I've played in a long while. The details in the game are amazing. It's just extremely polished, and has gameplay to boot. One of the cooler features is the gambit system, where you can basically 'program' your party to attack, cure, defend, etc, and you don't have to do anything but intervene when someone screws up, which is rare. I'm extraordinarily impressed with this game. I'm also slowly crunching away at Shadow of the Colossus (finally...I know it's 'old'), and that's also a very interesting game. It's all bosses...there is nothing but 16 monoliths you have to fight. It's certainly out of the ordinary, and I love it. The scale of the game is monstrous (no pun intended).

Right, back to business.

I am currently working on programming a 40' MIDI controlled tree with about 81,000 lights on it. It's called the 'Living Christmas Tree', and the general idea is that you put 75 people on a 40' tall steel structure, decorate it with greenery and lights, and do cool designs with it through MIDI (not in that order of course). It's extremely hard to explain with words, but it's quite a project. The tree operates with 9 'tiers' (where people stand), with 9 blocks per tier, with six colors per block. My MacBook Pro interfaces with the system using MoTU's Digital Performer 5 and it's MIDI capability. While I can't really explain much of how it works, the tree is powered/controlled by a MidiLite system (here), which has about 82 dimmers that power six colors a piece. The computer sends MIDI commands to the MidiLite racks, which separate it into the proper tier and block, then powers it up at the appropriate brightness (as defined by the MIDI values). It's a little complicated, but extremely fun to play with. I'll try and get a video of the system in action and throw it up here somehow. It's still about two weeks off of getting finished, but I have a mouthful of pictures that I'll get up before too long.

When that is finished, I am moving on to programming ('programming' being in the more traditional sense...code, not MIDI) a back end for my church's (I work at a church) website. The back end I am working on is for the new 'version' of the site (not the one behind that link above), which I also had the joy to design. It's much less sucky than the current one. Then I move on to a front/back end for databasing sermons and their correlating information (manuscripts, audio files, video files, transcripts, etc). It's all in PHP5 (thank the Lord), and will eventually be housed in a brand-spankin-new quad CPU Opteron box. I'm giddy with the speed.

That's about it. I apologize for not having much game programming stuff down. It looks like I'm going to be doing a couple of flash games coming up here in a couple of months (read: 6 or 7) for our kid's website. Should be interesting.

One other game of note, I ran into this game a couple of weeks ago, and am admittedly addicted. It's extremely kiddy, but the mechanics of the game are simple and do what games should do: be fun. Check it out if you get a chance.

Until next time my friends -
Right so, the powers that be gave me permission to do some theory stuff regarding what I'm working on over at Wildfire Games. The project is called 0 AD, and is a RTS game based on civilizations from 500 BC to 500 AD. You can check it out at teh website, or check out some very awesome screenies at teh screenie viewor!!1.

Moving on, our entity system, ground up.

Our base system consists of an extremely stripped down engine (known as Pyrogenesis) that brings in all the game data through .xml and our javascript code. This is done to make the game heavily data driven, so everyone and their dog can build on top of it without modifying base code. The javascript portion is handled through Mozilla's SpiderMonkey (an excellent library I might add), and the XML is parsed through what I believe to be a proprietary parsing system. I could be wrong on that one.

Anyway, we handle game entities as such. First, there are three master entity types - Gaia, Structure, and Unit. Gaia is just that...earthy things. Flora and fauna if you will. Structures are your building entities and their defensive values - this includes walls, towers, civic centers, etc. Buildings can be destroyed (or rebuilt), and hence, have defensive (and in garrisoning buildings, a =+ effect on offensive abilities) properties. Unit entities are basically anything that belongs to a player that is not a building. Ships, special units, basic infantry and calvary, etc.

The XML system works under a heirarchical tree structure. Because the unit entity type is the largest, I'll use it for example.

It starts with template_unit.xml. This is the base XML file that all units, fat skinny big and small, inheret their properties from. This is an extremely general 'guess' of what the 'base' unit would be, just for redundancy sake. Then, the tree moves into seven branches, _calvary, _special, _fauna, _mechanical, _super, _support, and _infantry. The not-so-obvious ones are _support, _super, and _fauna. Support are healer units, workers, etc. Supers are certain 'special' units (known as heroes), that have some insane fighting abilities and stats. Fauna are things like sheep and deer and stuff. Sometimes gaia's fauna can get a little shaky shaky, and hence can have attack and definsive capabilites (those sheep are nasty).

Anyway, these seven categories break off into about a million different ones, based on ranged or sword/spear attacks, the type of mech unit (seige units, ships, etc), and various other properties. These are template units, so they all are just base values that really mean little in the game - the individual civs will have their own heirarchy of XML files that are loaded in. The whole data-driven thing.

Because of this parent-child style system, no entity in the game will have no properties, and hence, won't just appear and then die or something similar. Entities are only creatable in the map/scenario editor if they are a valid XML file, so no tricky funky-magic-entity nonsense would be going on.

While not too technical, that's a general overview of how the entity system is based. It's pretty straightforward (like most RTS games) - nothing too hard, and therefore easy for click-click users to get used to and handle (in the case of modmaking). In a later post I think I'm gonna get some more programmer-oriented stuff up, possibly something about SpiderMonkey and it's ensuing..uh..stuff.

Adeiu, and apologies if that was a winded waste of time.


When we were coming back from Florida (it's a 19 hour car ride going 80-90 the majority of said 19 hours), we stopped in Nashville. The only gas station within three miles of the exit was the one that freakin' began the downtown strip, and therefore was the busiest gas station I have ever seen. Regardless, my two 21" Dell flatscreens (hitherunto referred to as 'my babies') were right next to the hatch in our suburban, and someone opened the hatch. Goodbye 900 dollars.

Needless to say, I was not enthused.

Luckily, because it was a church function, two brand new Dell 21" flatscreens were bought for me, and they both are shining bright in all of their glory at me right now. It's a sight to behold. One of the ones that fell out of the back of the burb just has a logic board snapped in half, so if I can either eBay the part or figure out how to turn it on without a power button, I'm home free, with tres flatscreens. My desk isn't even that big.

In development related news, I'm still chugging away at 0 AD. Right now I'm working on entity values that are parsed through XML. They handle basically every property of any entity in the game - basically my job is to get default values so we can get some form of a game together to be able to tweak them. It's not too hard, just learning a whole new system, parsing class, and code semantics is a difficult with a short time span. I'll see if I can go into more technical details in my next post, it's really very interesting stuff.

Until next time, avoid the voidhawks. (tell me someone reads pete hamilton books?)


So, I lied. Curses upon me. I have no screenshots for the masses. Actually, in all truth, the hard drive with Visual Studio on it crashed. Because it is completely hamburger, the uninstaller went with it. So it goes - I try to reinstall it with the DVD, but it gives me some 'Program Files' folder name wrong error. I've tried cleaning the registry, I've tried everything I know how, and it's still stuck.

Hence, I'm out of Visual Studio until I can figure out what to do.

But in better news, I have been working with SpiderMonkey (as a part of my Wildfire Games work), and I must say, it's a lot of fun. Because of my inherent hate of javascript in years past (it has since faded), I thought it would be interesting to tackle, and so it has. I'll keep everyone updated on it. Right now I'm working on the XML/javascript scripting stuff. A more technical explination coming soon.

In other news, I just got back from Florida, where I am convinced I got more sun in seven days than I have in my entire life career. I'm so used to the much less powerful monitor radiation...it was an experience.

More later, back to work.


So I ended up bumbling my way through the Wildfire Games interview, and managed to get the position. I've been poking my way around stuff and am really looking forward to coding stuff soon. I'm gonna be doing gameplay scripting/programming.

I ordered another monitor yesterday. I already have a Dell 2001FP (they call them 2007s now), so I went ahead, dug up the best deal I could find, and picked up another one. It's going to be nice to have all this real estate to put photoshop palettes and VS2005's mumble jumble of boxes and stuff. :) Anyway, looking forward to it.

I've begun work on the particle system of my shooter (it's called 15 by the way). I'm having a lot of fun just doing random maths on the particles and seeing what happens. I've managed to conjure up a radial explosion, sparks, and just some other cool patterns. I'll get a screenie up once i actually get somewhat of a good one. Speaking of particle stuff, if you havent seen this journal, go there RIGHT NOW. I just like the art style of the Mr. Robot game. It's really sweet, I'll definetly wait in the virtual line to get it as soon as it comes out.

I'm going to Florida for a week next Thursday, and am pretty much stoked. I have a laptop, and am going to bring my computer (it's a youth camp for my church and i do video editing on it), so I think i'll get a chance to get some coding done (on the drive down at least, 21 hours straight through).

Screenies next post!



So, as many of you may (or may not) have missed: 4E5 is almost upon GameDev.Net. I am seriously considering working up something, as I've now reached summer break. We'll see. There was an in-depth discussion on the GD IRC channel about what an alternative to the 4 elements could be...here's a snippet. Edited to just show the 'ideas'.

[22:36] <@_dot_> Washu, Superpig, tentacles and loli
[22:37] goatse, tubgirl, lemonparty, and farmer
[22:39] <@Washu> Former Glory, Faces of Death, Wish, and This is Your Life could be the 4 elements
[22:40] <@Washu> Pompeii, Deceptive Passions, Battle Athletes, and Sombody Hates Me
[22:41] i suggest Rome, Rome, Destruction, and Washu.
[22:41] Bob Saget, Michael Jackson, Macauley Culkin, Mary Kate Olsen
[22:43] <@Washu> Mad World, Beer, Camelot, Tainted Donuts!
[22:43] Beer, Vodka, Rum, Everclear
[22:43] Promit: that would be Four Alcohols, not Four Elements.
[22:44] Grog, Saki, Gasoline, Blood
[22:44] how about: Methane, Propane, Butane, Octane
[22:44] how about Boring, Tiring, Promit, Chemistry
[22:45] <@Washu> How about... Burning, Raping, Murdering, Mr. Rogers

Of course nothing comes close to the real four elements. Mr. Rogers is pretty close, but I think pirates > Mr. Rogers. It's a toss up.

In game related news, I have an interview lined up with Acumen, the Programming Manager over at Wildfire Games, to see if I can do gameplay programming. I'm incredibly psyched about it, it will be a great oppertunity not only to be in a great team (I've watched Wildfire for a while, they seem to have it on their shoulders), but learn quite a bit. We will see.

glpng finally buggered out on me today. I get a 'access violation' runtime bug that I cant seem to shake. It says that the line endings for the libpng.c file are not correct or some jazz - it just kinda decided to stop working (as far as I could see, and as far-fetched as that sounds). I'm looking into other alternatives for loading image data into OpenGL (i'd like to stay with .PNGs if i could, but .tif and .bmp are not completely off the wall).

Anyway, cheers.
Does this remind you of anyone (or any forum) you know? :)

How many forum members does it take to change a light bulb?
1 to change the light bulb and to post that the light bulb has been changed
14 to share similar experiences of changing light bulbs and how the light bulb could have been changed differently
7 to caution about the dangers of changing light bulbs
1 to move it to the Lighting section
2 to argue then move it to the Electricals section
7 to point out spelling/grammar errors in posts about changing light bulbs
5 to flame the spell checkers
3 to correct spelling/grammar flames
6 to argue over whether it's "lightbulb" or "light bulb" ... another 6 to condemn those 6 as stupid
2 industry professionals to inform the group that the proper term is "lamp"
15 know-it-alls who claim they were in the industry, and that "light bulb" is perfectly correct
19 to post that this forum is not about light bulbs and to please take this discussion to a lightbulb forum
11 to defend the posting to this forum saying that we all use light bulbs and therefore the posts are relevant to this forum
36 to debate which method of changing light bulbs is superior, where to buy the best light bulbs, what brand of light bulbs work best for this technique and what brands are faulty
7 to post URL's where one can see examples of different light bulbs
4 to post that the URL's were posted incorrectly and then post the corrected URL's
3 to post about links they found from the URL's that are relevant to this group which makes light bulbs relevant to this group
13 to link all posts to date, quote them in their entirety including all headers and signatures, and add "Me too"
5 to post to the group that they will no longer post because they cannot handle the light bulb controversy
4 to say "didn't we go through this already a short time ago?"
13 to say "do a search on light bulbs before posting questions about light bulbs"
1 to hijack the thread and ask how to change the horn
1 forum lurker to respond to the original post 6 months from now and start it all over again.

I ordered a 'Game Mathematics' book a couple of days ago. I'm excited to read it...it's like math for a reason. :)


I just finished my first year of college, and what a relief it has been. I took some re-frickin-diculous networking classes, and have managed to get my CCNA. I'm pretty excited, although I must admit, I'm more interested in the code side of things. I wasn't able to get into the CS program this past year because I, in all my wisdom, did not talk to the dean early enough to get a pre-req bypass for some of the more stupid classes, like 'MATH 111'. The base C++ class at the college is the same one I took in high school (and aced I might add), so I suspect I'll be cutting some corners on that one also.

In the game development world, I have been slowly but surely 'practicing' at OpenGL, mostly working on combining certain effects to get other ones. Practice makes perfect. I also have a friend who is going to some uni in Arizona to study game design that wants to hook up and do some game...we were buds in high school we came up with some pretty wacky stuff along the lines of Psychonauts. He's hilarious, and also incredibly good at 3D animation and just basic game creativity. I'm excited about it.

I have been playing rediculous amounts of Dragon Force (on my eBay'd Sega Saturn), and Sword of Mana on my GBA/DS. I really enjoy just looking at Sword of Mana, as it is probably one of the best looking tile-based games I have seen in quite a while. I also thouroughly enjoy the ghetto looking graphics of Dragon Force, although I think at the time it was quite a feat to get 200+ sprites on the screen at once. I'm interested in how they managed the AI for the defensive and offensive positions, as well as the basic attack/defend formations such as Melee and Advance . There's no real trick to it, they just kinda muck around, but still interesting seeing as I've not really had a chance to mess with it.

In other news, I found this 'killar' CD from Copeland called Know Nothing Stays the Same. It has five covers on it, covering Billy Joel, Phil Collins, Carly Simon, Berlin, and Stevie Wonder. It's pretty 80's (duh), but Copeland adds a blend of their own sound, and does a fantastic job. They even make Berlin's crappy Take My Breath Away sound good. Take that Top Gun.

I thought I would show off my new room. The persons that owned it previously had a girl, and so my walls are purple. I'm a minimalist, so this is literally the only furniture in the entire room, and it's a big room.

V for Vendetta, Middle Earth, Walk the Line, and Breakfast at Tiffany's. Audrey Hepburn is awesome, I don't care what you say. On the wall to the left I have a kill bill poster enlightening that wall of my room.

On a closing note, I've been working on some music for my game that i'm gonna post on here and see if I can get some comments. We'll see how it goes.

And the journal preview thing is awesome...

return (me)

So, after almost a year of being vacant from the fine gamedev.net, I have decided to stop lurking once more and reclaim my auspicious post among the GDNet+. I'm sure the hallelujah chorus is proclaiming praises upon some high mountain...or not.

Admittedly, I haven't seen much action in the game programming world in the past six months - a combination of full time school and full time work will do that to you. Recently I was able to snag some version of Visual Studio and fire up my old projects. After beating back (with a big stick) many linker mixups, I was able to get them in running condition again.

It's embarassing.

The code, after six months of not seeing it, recieved a response of 'did I really write that?' It's all kinds of ugly. I'm in the process of cleaning up some of the darker coners of my strategy game...it actually still runs (and well I might add), although I'm sure I'll find some way to bork it up soon enough.

I have had a very strong desire to write a particle physics app/game. I don't particularly care about the presentation, I just want to try out some algorithms and mess with in-code acceleration, velocity, and various other forms of basic object physics. Never done it before (short of a ghetto precipitiation thing), so we'll see how it goes. I might have to dust off my dinosaur of a physics book from high school.

In the 'real world', I am continuing to work at my church, mostly coding PHP and doing server upkeep. It really is a blast, I'm having a lot of fun with it (I get to write code too heh). Finals are all this week for school, so I must get going.

Cheers to whomever suffered that small novel.

'Do not be anxious about anything, but in everything, by prayer and petition, with thanksgiving, present your requests to God. And the peace of God, which transcends all understanding, will guard your hearts and your minds in Christ Jesus.' - Philippians 4:6



It's been a very lonnng time since I updated this job.

Many a things have been happening, lots of them in fact game dev related. I started making flash games for a childrens website, and that certainly has been an experience. I dont know if I really like ActionScript all that much. It seems not as..er..cool..as C++. I think i just need to get used to it or something..flash is nice though because the actual amount of code i have to write is very very small. Me = happy.

In other news, I have been working for a while on my estranged OpenGL top down shooter. It has been an abseloute blast. I love learning about this stuff, it is hard as hell and it makes it fun. OpenGL itself isnt that hard, but figuring out how to incorporate that into the rest of the code can be a problem. Ya live ya learn.

On the OpenGL note, I enrolled in the OpenGL 3D class at GameInstitute.com...that is freakin sweet. It's not hard, and you have another forum to ask questions on..and it's like audio lectures with powerpoint, then they give you sample code and have you finish it. I have learned quite a bit in only a couple of lessons. I'm glad i signed up, and would reccomend it to anyone that is interested.

Classes at JCCC are aright. I am taking composition, psychology, internet tech, and game creation. game creation is quite possible the biggest waste of air for a game development class i have ever seen. we are doing stuff like click and drag..getting the 'basics' down. gamemaker sucks balls by the way. anyway, off my rant..i will probably talk to the dean and see if i can transfer into a programming and/or game design class. we will see.

Whew. My GDNet subscription expires in three days..I figure I probably should go ahead and renew it hehe.

Aright, back to the real world.


ps. Ubuntu Linux is freakin incredible.
So i recently moved under the IT department here at my church, and am now a part time programmer. I get to mess with PHP and MySQL all day long. Great.

No seriously, i really enjoy PHP. It is an extremely powerful language, with many little quirks that i like. Anonimity of variable types is probably the best and worst part of the language. You dont really have to tell it what type of variable it is, but you also can just as easily mis-spell it and screw up a whole lot of things.

Anyway, on to game stuff.



I havent really had much of a chance to work on stuff. So...yeah..good discussion.


So i figure it's about time for an update.

I have been working on trying to find out a new game to make. I want to do something simple, such as a puzzle game, that is just..well...a short game you could play in like five minutes. I want it to have enough replayability that you can just keep playing it and just keep having fun.

I have been tossing some puzzle fighter-like ideas around, considering everything from Simon to Tetris.

So..replay value, fun, five to ten minutes. Hmm..while i am pondering that.

I recently 'aquired' Call of Duty again, and have been abseloutely digging that. I havent been able to play multiplayer due to the 'CoD Master Server serving CoD:UO clients'..but thats fine, im gonna beat this then get United Offensive soon.

My birthday is next thursday, but in traditional my-family fashion, they tell me what the get me. I got an iPod. Sweet.

Back to game development...game...development..

I have been toying around with a flocking algo recently. I have different settings for it..like sloppy, sharp, razor, mushy...for example you click on a point and the objects (little circle jobs) go to your clicked point (or 'flock') there. On sloppy, the just kinda mull around until they get there, on razor they go in straight lines, picking nodes to turn at. Anyway, i think it is pretty cool, but i am still having trouble with the damn things trying to get on top of each other, onto the clicked point. I'm gonna try and set a 'moveaway' variable, that randomizes a x,y number away from the original point, and try to move there unless another object is there, in which case it resets and tries again.

It might get sloppy, but whatever...just for fun right?

Hmm..puzzle games...replayable...short...fun.....its a tricky one.


Well, i have been playing StepMania for about a year and a half - more or less, and i can hold my own on Heavy level.

So, i decided the (or teh) next logical step was to move up to full DDR. So, in a flurry of excitement, i bought DDR Max 2 w/ Dance Pad for my PS2, and it comes in tomorrow.

Here comes the heart attack train, one ticket please.

Good way to lose some pounds evidently.


Well, i have begun to program the AI system for my fighter game. I want to be able to make them think, not just fly by and hope for a shot. I have been successfully, in theory, to implement a two fighter attack against the player, working in tandem, but there are many holes in it that i have yet to work around.

I am trying to figure a better way for AI/Enemy class interaction...right now each class is passing Vector2D objects that tell position and velocity...this has many inherent flaws, because it doesnt hold data on if they are alive/rendered, bullet options, collision detection, etc...i would just create another instance for the gEnemy to pass to the AI object, but it throws up linker errors, and the eEnemy class is strictly singleton because of the loading routines (they load image data, if i initialized any more than one, blammo sharing violation or mad cazy memory usage)..

So yeah, right now i have the main class with an instance of gEnemy and gAI, and they interact using Vector2D objects, but i need something better.

I dont know, im pretty lost.

Oh, and actually implementing wide-scale enemy fighter AI is a whole other story.

Any tips would be appreciated..

Until next time.

GDC..i wish.

So i am pretty dissapointed that i didnt get to go to the GDC this year, but i am definetly set up to go to 2006. No doubt. Anyway, i am going to at least try and get a GameDev.Net pen...i beg, i kill, etc.

I am going to LA on friday for seven days for a mission trip. My group is going to the Dream Center, which is right off of skid row and some bad parts of town. We will be helping out in bringin people in off the street and other things to help the community and people out. Should be fun. We are also going to Dodgers stadium, universal, and the beach. Yay.

Anyway, back to stuff. I picked up Beginning OpenGL Game Programming, and plan to use it and learn it.

Good book so far.

cheers everyone.


Hey hey, lots of things to update about.

Wellp, first off is my newest (i say that..2 months old) project, which is a side scrolling shooter...yeah, i lovee those games, and i figured a couple-a guys and i would throw one together.

Right now im working on the sprite system, and how im going to get collision detection to work with sprites that are of all varying sizes. Interestante. Like, for example, i will have a sprite that is animating the ship 'slowing', and when i switch back to the regular flight one the X and Y coordinates are the same, so it snaps back to it. Still workin on it, but will get it figured out soon enough.

Also, im trying to write a routine that will allow me to draw shapes ('regions') that are a combination of straight and curved lines (have the algorithms written for those already), and have the 'line' come back around to the point of origin. Theennn, i have to be able to redraw that exact line every time, starting off with a completely random shape. How do you store that shape information based off the first completely random one? I dunno..oh well. Oh yeah, and i have to draw about 1000 regions in one map. Tough stuff.

Off to bed then, audios.


ps. Oh yeah, JAMIE FOXX WON BEST ACTOR. But they stiffed Scorcese...oh well.


Ok, so i am working on some way to render objects in my game. I can either render them in order just like normal (so every different gamestate would have it's own flip and render order), or i can throw ready-to-be-rendered surfaces in a vector, then read backwards out of that and blit them one by one. Of course it would have rect properties with it.

I dont know.

Anyway...black as the Krikkit sky.



Man it has been a long time.

Computers are great until they dont work, especially if they dont work indefinetly...my computer went boom.

Anyway, i'm in planning stages of a new game. I always wanted to do a side scrolling space shooter, so im gonna do that.

I will get the plans up sometime for everyone to see, and get input..good to see this place is still alive.

Watch out for them Vogons.



Yeah happy new years.

Here is a zip file of the project i mentioned in the last post...if you can get it to run (lol), tell me what you think. I know it is pretty beta, cause i havent added in much collision detection or true randomization (it basically just repeats the same thing over and over, not like true rain)..but yeah anyway, i thought it was cool.

Wow i need a life.

Linkage here. Have fun.

Im off for the next ten days on a cruise with the familia. I will pic update if i can :)

God bless in the new year guys.

Long time no see.

Wow it has been a looonng time.

Still workin on various things, still workin in general, and of course still playing games.

I picked up a nintendo DS the other day (like a week after release) - yeah it is my new favorite do-all toy. The only thing it doesnt do is bake and pour martinis.

In the development world, i got this pretty cool lookin demo thing out, where i main rain/snow/percipitation and you could control what it did and stuff like that..like wind and other factors. pretty cool..im gonna use it eventually.

code on.


So maplestory has gone to the shite, but whatever. I cant get it to run or even login..im to lazy to go to the site and get it worked out.

Anyway, im working on a new particle system for SDL. Im having the hardest freaking time with the blitting. I have everything else down pretty much, and expect this system to do awesome things, but the blitting is getting me beat. Ill just play with it more.

Anywho -

This particle system has a user definable source, particle lifetime (can change), local collision detection (particles bounce off each other), possibly global collision detection, particle independent color, transparency, gradual fade out/in, and all other sorts of little goodies. the memory foot is quite large at the moment, but like they say, premature optimization is mui mal.

anyway, ill get a screenie up when i get the blit routine to work. cheers yall.
As our collective frend Mushu will tell you, dont play Maplestory. It abseloutely controls your life. Well..it does for me at least. I cant get away..everywhere i see snails and zombie shrooms and..ahhhhhhh....i must gouge eyes out with spoon.

Anyway, i have been working (in my 30 minutes of lunch break every day :P ) on a dialog box class, and am trying to figure out how to get it to work. I want to be able to have multiple dialog boxes loaded (through XML) - but it is kinda funky because the dialog class uses a .ttf file and an image, so if i have more than one instance it causes a sharing violation. So, i think i will have to load the dialogs into a vector of a struct with all of the properties, but i dont know if that would be extremely slow or not. Grahhh! *dies*

Yeah my girlfreind is the most amazing person on the planet.

Anyway, i got the Doom 3 SDK and was drooling over the custom string class that carmack made. Yeah its crazy. Looks good, i might write my own just for kicks. Why not right?

My game is progressing along nicely, although i never get as much done as i would like to (who knew, right?).

Wonder why i dont get any comments...

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